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Old 08-26-2012, 11:47 AM   #31
=HCM= Shwedor

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Default Re: New VIP Gamemode makeover using current maps

@risegold: I don't think every player on the insurgent team will always ambush JUST at the flags, just like some players on insurgency wander off from the caches and do their own thing. There will always be that one wildcard squad which will be in the dumbest of spots and somehow succeed in destroying BLUFOR's plans.

There are PLENTY of other maps which would be epic for this game mode, we just used Basrah as a test for it because it was the easiest map to get permission from the DEV's to use and it is a rather popular map. This entire game mode can be made by someone with experience in maybe a day or two if they utilize the assets currently in the game, the brainstorming and testing is what takes time. This mode would also give the DEVs more freedom of creativity in the making of future items, especially for FOBs, than the current game modes like AAS which already have most of what they need (i.e. foxholes, mortars, MG nests).

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Old 08-26-2012, 04:12 PM   #32
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Default Re: New VIP Gamemode makeover using current maps

The idea of randomized routes and Intel you proposed sounds real good I think the developers should go with that it will stop it from becoming prepared battles and keep the ambush and surprise element to this gamemode.
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Old 08-30-2012, 10:55 PM   #33
Arab
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Default Re: New VIP Gamemode makeover using current maps

I really like this idea! It reminds me of Counter-Strike in a way, and it would work out pretty well.
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Old 08-31-2012, 03:51 AM   #34
doop-de-doo
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Default Re: New VIP Gamemode makeover using current maps



Having more than one VIP spawn might present more problems than it's worth. However, it gives the terrorists an opportunity to strike while they stop over, rather than try to bag them as they drive past or while they cap flags. As a plus, redundant parts of the team can form up squads to secure that location/VIP against terrorists until the convoy arrives.

The spawn points for those extra VIPs are random and allow only [say: Squad 4, made up of 1 VIP + security team] to spawn in. This is the makeup of the route that the convoy will take. Whether the insurgents should be made aware of those spawn points is debatable.

The number of tickets given to BLUFOR is the amount of VIPs to securely deliver to the destination (think cache system).


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Old 09-02-2012, 11:41 PM   #35
waldov

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Smile Re: New VIP Gamemode makeover using current maps

Quote:
Originally Posted by doop-de-doo View Post
like this map layout a lot better then last ones. its more realistic that the VIP is being escorted to the airport not an insurgent held base. someone should plan out alternative routes and flags as someone said before as having a pre-determined route will get boring and give insurgents too long to prepare defenses.

By the way if anyone wants this thing to turn out then there going to have to help keep this thread alive just say what you think because the idea is here to be developed not just looked at.
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Old 09-12-2012, 07:42 AM   #36
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Default Re: New VIP Gamemode makeover using current maps

Just a spitball here, but maybe the VIP could be on the Insurgent's side with a civi kit or something? Say just have one squad that is dedicated to close escort, while the rest of the insurgents take up barricades and ambushes etc. Blufor would need to fight from the airport down into the embassy in K12, wipeout the security guard and then escort the VIP back to the hangar on the far side of the airfield in D2? it might take an admin to enforce, but the DoD could be dropped once the VIP in in custody of the bluefor?

Could re-name it HVT (High Value Target) possibly?

But i like the ideas of having to take checkpoints and such

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Old 09-12-2012, 10:14 AM   #37
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Default Re: New VIP Gamemode makeover using current maps

Quote:
Originally Posted by MrTomRobs View Post
Just a spitball here, but maybe the VIP could be on the Insurgent's side with a civi kit or something? Say just have one squad that is dedicated to close escort, while the rest of the insurgents take up barricades and ambushes etc. Blufor would need to fight from the airport down into the embassy in K12, wipeout the security guard and then escort the VIP back to the hangar on the far side of the airfield in D2? it might take an admin to enforce, but the DoD could be dropped once the VIP in in custody of the bluefor?

Could re-name it HVT (High Value Target) possibly?

But i like the ideas of having to take checkpoints and such
Seems overly complicated to code, and generally it would be even more confusing than insurgency is now to new players. I believe that when making gamemodes simplicity is the key to success when designing them. Every major game out there that has achieved success has done so with rather self explanatory gamemodes. Not to mention this seems more like hostage rescue (i.e. a Special Forces gig) than VIP escort.

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Old 09-12-2012, 04:01 PM   #38
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Default Re: New VIP Gamemode makeover using current maps

Yeah you got to make sure this gamemode stays as simple as possible otherwise it'll lose interest very fast.
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Old 09-12-2012, 05:27 PM   #39
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Default Re: New VIP Gamemode makeover using current maps

I guess maybe i over-complicated things a little bit. Seemed simple enough in my head!

The long and short of it would really be that the Blufor have to find a single player on the insurgent team and bring him back to the airfield to be whisked away somewhere for interrogation, while the insurgents have one squad to stick around with the mark and protect him while the rest of the insurgent force harrass and ambush the blufor. it might be run as a community event sort of thing on an AAS game, just enforced by the admins?

As to whether or not it's a special forces sort of thing, i can't really see why it would be? If it was hostage rescue, fair enough, that's the kind of thing special forces get involved with, but i'm pretty sure that there are missions being undertaken by regular troops to find targets of some importance? If not, well it's something new learned every day.

But back on topic, this new VIP mode sounds really good to me! Randomised routes would definitely be the way to go for it to stop things from getting stale, and i doubt it would take a great deal of modification from the existing insurgency mode!

I remember back when i were a lad, we used to play massive games of timesplitters and have one guy who had to try and survive the entire round but he couldn't use his weapons... fun times

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Old 09-15-2012, 06:17 AM   #40
Johny Akbar
Default Re: New VIP Gamemode makeover using current maps

I think the VIP mode on America's Army 2.0+ in maps like SF-Hospital was really well done... aside from how the maps ended. The map ended the instant the VIP made it to the designated area... which is fine and dandy on a 5-10 minute 100% infantry round like AA's were (at least when I was playing, vehicles came later)... but in Project Reality, I feel as though it should be a little tougher and more realistic.

Lets say we are playing on Al Basrah, and the VIP spawns somewhere randomly on the map to simulate a downed helicopter (you could even spawn a downed-helicopter model with the VIP to make it just that much more believable) and he is the lone survivor. This spawn point should be at least 1000m from the USMC main-base, and at least 200m from the Insurgent main base.

The VIP is invisible to both teams on the map, and so he must be found first, then secured and escorted safely, and finally extracted to the USMC main base and has to go into the Commander's tent to end the round. In fact, I think that in VIP mode, the little blue/green/white dots that represent players on the map should just be turned off totally... so the VIP can't just run to the nearest blue dot on the map and get help that way. To prevent a solo VIP from just running to base by himself, you could put a dome-of-death over just the entrances to the base and that it only affects the VIP. The Dome of Death should NOT extend to where the Commanders Tent is at, or the heli-pads, and if the VIP is in an APC the dome shouldn't kill the VIP. This way he can be safely brought back to base via transport, but he is barred from just waltzing onto the base.

VIP's load-out at the start would be Unarmed, Unarmed Melee, Rocks, a Flare Gun and randomly assigned a pair of binoculars and he should also randomly be assigned a knife... as in, some rounds he has a knife, some rounds he has a knife and binoculars, and some rounds he doesn't have anything. VIP would have to be on its own mumble squad, and completely cut off from verbally communicating via global mumble channels, and can ONLY hear and be heard through LOCAL mumble chat. VIP should also be barred from using text-communications as well (to help enhance the significance of the flare-gun and local-based mumble restrictions). VIP should be able to pick up any kit on the battlefield though and use it, because that is EXACTLY what I would do if I was stranded... I'd use whatever I could get my hands on. I'm 95% sure that this text-based and mumble-based muting is possible because if you spam the PG UP/DWN keys in game (Roger and Negative, respectively) you get muted totally for 31 seconds... but it shouldn't be too hard to make that happen the instant you spawn, and then increase that time to the 2+ hours PR rounds typically are set to.... I don't know mumble well enough to say for certain that my idea is possible, but it doesn't sound that hard to me.

The whole point is to truly strand the VIP from the rest of his team... so that he is totally alone until help arrives, IF it ever arrives at all.

The VIP would have one chance to send up the flare and signal his rescuers and potentially the insurgents to his position.

At the extraction point, when the VIP gets within say 25m of the location, a kit should spawn with nothing but a radio and a colored smoke-grenade so he can call in for an APC or Heli extract (which WOULD be visible on the map, since the VIP is NOT VISIBLE, you'd need to know where to fly the chopper to) and mark the position with the smoke grenade as a more precise and visual means of identifying the landing zone. Then all thats left is to fly back to base, avoid Anti Air and other nasty things like that, and if you manage to get back to base and off-load the VIP, and the VIP goes into the commander tent the round ends.

To avoid ninja-VIP's who just skirt the edge of the map, you could have randomized points like some of the AAS style maps have that the VIP would have to pass through (instantly capped points would make sense)... although these points would have to be invisible to the Insurgent side.

The extraction point is to avoid the VIP from just spawning in, and sneaking his way to the main base and ending the round before anyone even has a chance to see him... the extraction point means that a vehicle has to get involved, and there is waiting around, which exposes you more to the threat of the enemy. It should also switch between two types of extraction... APC and Heli...

Heli mode should give insurgents more means of taking out the helis, maybe even a techy-based AA gun, and APC mode should have slightly stronger RPG's (think 0.95... I think it was) and more SPG's techies. Insurgents should also only get ONE bomb car for the whole round, just to keep things interesting.
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